Tag Archives: live processing

Since early 2014 I’ve been playing together with the band Parne Gadje. A group of skilled virtuosos with a passion for music. With influences from balkan, middle east, and hints of punk here and there now the band can also put organic electronics to that list. Using audio recorded on the streets, in nature, around the house, or synthesised digitally in whatever way possible, I feed the ears of the audience an additional layer of sound to the story the the band is already telling. I program every digital instrument to play with live. Every now and then I also just grab an acoustic instrument to play with. Varying from qarquabou, to santoor, from jawharp to doumbeck. Otherwise the usual sounds of mercedes 508 engines, throatsinging, falling gravel, crashing metal trash or granular synthesis of breaking wine glasses are performed with. An awesome blend. For me it’s the first group to perform with using a laptop and some form of digital controlling and I’m loving it.

In the meantime we’ve done shows at several festivals and theatre’s and collaborations with De Waterlanders among others. Always a blast with these lads!

Currently getting some work done for three awesome games. They differ widely from one another though they’re all very great.

– Phenomenon – The first game is a physical game where one can walk around in a room with binaural audio on his head which adjusts to the players position and view angle. I am making the real time binaural processing engine which calculates how a sound should sound and where in the room the player should hear it. It’s very interesting and also quite complicated and tricky. The whole game could function solely on audio, though the team puts great effort in decorating the room and adding extra effects using motors and what not. Should any questions arise about the used tracking or binaural processing techniques I’d be happy to answer them.

– Hank vs. Hector – The second game is quite the contrary to the first one, as it is a one button game where you only control the altitude of a flying mouse. The theme is very cartoony and fun, whereas the audio completes the picture, making it a hilarious game to play or watch.

– Biobots – The third game also has quite an interesting touch to it. The game is built for people with ADD and ADHD to train their focus/attention. The player has a Mindwave sensor on their head, which is a brainwave measurement device. We use it to see how much attention the player has got. In the game the player has to have a certain level of attention to be able to perform certain actions. With lower attention the game gets harder. It’s a 3D game with a organic steampunk style to it, which makes it a lot of fun to design the audio for it together in an audio team. I also played a few instruments for the adaptive music layer.